<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/PixelShaderGen.h, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=30ebb2459eb97ba544547183854775df8460b475'/>
<id>30ebb2459eb97ba544547183854775df8460b475</id>
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</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8'/>
<id>cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8</id>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>A few small cleanups based on code review.</title>
<updated>2015-01-22T15:38:36+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-22T15:38:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=daf760b20245c2e397a98da94e80c15be9090657'/>
<id>daf760b20245c2e397a98da94e80c15be9090657</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Fix pixelshader constant offsets.</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-02T20:30:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6d5065c58d06e14a0c92632ce794958ddff977f3'/>
<id>6d5065c58d06e14a0c92632ce794958ddff977f3</id>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Make zfreeze use screenspace coordinates independant of IR.</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-02T17:06:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=88c7afd315d06c27e459a8352f753cdeca5a1fe5'/>
<id>88c7afd315d06c27e459a8352f753cdeca5a1fe5</id>
<content type='text'>
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
</content>
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<pre>
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
</pre>
</div>
</content>
</entry>
<entry>
<title>Cleanup and refactor of zfreeze port</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2014-12-26T08:25:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=613781c7650d3cbd494a212eacdff10ea5140894'/>
<id>613781c7650d3cbd494a212eacdff10ea5140894</id>
<content type='text'>
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
</pre>
</div>
</content>
</entry>
<entry>
<title>Initial port of zfreeze branch (3.5-1729)</title>
<updated>2015-01-22T14:31:54+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2014-12-25T07:34:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=937844b9e339d1f6b819e90eeb9bde65f45e833f'/>
<id>937844b9e339d1f6b819e90eeb9bde65f45e833f</id>
<content type='text'>
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
</pre>
</div>
</content>
</entry>
<entry>
<title>ShaderGen: Make use of padding to store the stereo flag.</title>
<updated>2014-11-23T13:27:38+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-10-30T14:04:33+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9b4185ffdf905f9e3234372fe6dc5131e90f6c93'/>
<id>9b4185ffdf905f9e3234372fe6dc5131e90f6c93</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>ShaderGen: Add a stereoscopy flag in the UID data.</title>
<updated>2014-11-23T13:23:42+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-10-28T18:27:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b236c363de097ca8164c315e37dc369139a8a20c'/>
<id>b236c363de097ca8164c315e37dc369139a8a20c</id>
<content type='text'>
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: implement bounding box support with ssbo</title>
<updated>2014-11-17T20:20:32+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-11-13T22:26:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c211450b997effa6d91059fb0aaa564892297719'/>
<id>c211450b997effa6d91059fb0aaa564892297719</id>
<content type='text'>
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
</pre>
</div>
</content>
</entry>
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